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    <div class="refentry" id="glGetFramebufferAttachmentParameter">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glGetFramebufferAttachmentParameteriv, glGetNamedFramebufferAttachmentParameteriv — retrieve information about attachments of a framebuffer object</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glGetFramebufferAttachmentParameteriv</strong>(</code>
              </td>
              <td>GLenum <var class="pdparam">target</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">attachment</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint *<var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glGetNamedFramebufferAttachmentParameteriv</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">framebuffer</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">attachment</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">pname</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint *<var class="pdparam">params</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>target</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the target to which the framebuffer object is
                    bound for
                    <code class="function">glGetFramebufferAttachmentParameteriv</code>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>framebuffer</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the name of the framebuffer object for
                    <code class="function">glGetNamedFramebufferAttachmentParameteriv</code>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>attachment</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the attachment of the framebuffer object to
                    query.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>pname</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the parameter of
                    <em class="parameter"><code>attachment</code></em> to query.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>params</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Returns the value of parameter
                    <em class="parameter"><code>pname</code></em> for
                    <em class="parameter"><code>attachment</code></em>.
                </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            <code class="function">glGetFramebufferAttachmentParameteriv</code> and
            <code class="function">glGetNamedFramebufferAttachmentParameteriv</code>
            return parameters of attachments of a specified framebuffer
            object.
        </p>
        <p>
            For <code class="function">glGetFramebufferAttachmentParameteriv</code>,
            the framebuffer object is that bound to
            <em class="parameter"><code>target</code></em>, which must be one of
            <code class="constant">GL_DRAW_FRAMEBUFFER</code>,
            <code class="constant">GL_READ_FRAMEBUFFER</code> or
            <code class="constant">GL_FRAMEBUFFER</code>.
            <code class="constant">GL_FRAMEBUFFER</code> is equivalent to
            <code class="constant">GL_DRAW_FRAMEBUFFER</code>. Buffers of default
            framebuffers may also be queried if bound to
            <em class="parameter"><code>target</code></em>.
        </p>
        <p>
            For
            <code class="function">glGetNamedFramebufferAttachmentParameteriv</code>,
            <em class="parameter"><code>framebuffer</code></em> is the name of the
            framebuffer object. If <em class="parameter"><code>framebuffer</code></em> is
            zero, the default draw framebuffer is queried.
        </p>
        <p>
            If the specified framebuffer is a framebuffer object, 
            <em class="parameter"><code>attachment</code></em> must be one of
            <code class="constant">GL_DEPTH_ATTACHMENT</code>,
            <code class="constant">GL_STENCIL_ATTACHMENT</code>
            <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>, or
            <code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span>,
            where <span class="emphasis"><em>i</em></span> is between zero and the value of
            <code class="constant">GL_MAX_COLOR_ATTACHMENTS</code> minus one.
        </p>
        <p> 
            If the specified framebuffer is a default framebuffer,
            <em class="parameter"><code>target</code></em>, <em class="parameter"><code>attachment</code></em>
            must be one of <code class="constant">GL_FRONT_LEFT</code>,
            <code class="constant">GL_FRONT_RIGHT</code>,
            <code class="constant">GL_BACK_LEFT</code>,
            <code class="constant">GL_BACK_RIGHT</code>,
            <code class="constant">GL_DEPTH</code> or
            <code class="constant">GL_STENCIL</code>, identifying the corresponding
            buffer.
        </p>
        <p>
            If <em class="parameter"><code>attachment</code></em> is
            <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>, the same
            object must be bound to both the depth and stencil attachment
            points of the framebuffer object, and information about that
            object is returned.
        </p>
        <p>
            Upon successful return, if <em class="parameter"><code>pname</code></em> is
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code>, then
            <em class="parameter"><code>params</code></em> will contain one of
            <code class="constant">GL_NONE</code>,
            <code class="constant">GL_FRAMEBUFFER_DEFAULT</code>,
            <code class="constant">GL_TEXTURE</code>, or
            <code class="constant">GL_RENDERBUFFER</code>, identifying the type of
            object which contains the attached image. Other values accepted
            for <em class="parameter"><code>pname</code></em> depend on the type of object,
            as described below.
        </p>
        <p> 
            If the value of
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
            <code class="constant">GL_NONE</code>, then either no framebuffer is
            bound to <em class="parameter"><code>target</code></em>; or a default framebuffer
            is queried, <em class="parameter"><code>attachment</code></em> is
            <code class="constant">GL_DEPTH</code> or
            <code class="constant">GL_STENCIL</code>, and the number of depth or
            stencil bits, respectively, is zero. In this case querying
            <em class="parameter"><code>pname</code></em>
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code> will
            return zero, and all other queries will generate an error.
        </p>
        <p>
            If the value of
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
            not <code class="constant">GL_NONE</code>, these queries apply to all
            other framebuffer types:
        </p>
        <div class="itemizedlist">
          <ul class="itemizedlist" style="list-style-type: disc; ">
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE</code>,
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE</code>,
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE</code>,
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE</code>,
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE</code>
                    or
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE</code>,
                    then <em class="parameter"><code>params</code></em> will contain the
                    number of bits in the corresponding red, green, blue,
                    alpha, depth, or stencil component of the specified
                    attachment. If the requested component is not present in
                    the attachment, or if no data storage or texture image
                    has been specified for the attachment, then
                    <em class="parameter"><code>params</code></em> will contain zero.
                </p>
            </li>
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE</code>,
                    then <em class="parameter"><code>params</code></em> will contain the
                    format of components of the specified attachment, one of
                    <code class="constant">GL_FLOAT</code>,
                    <code class="constant">GL_INT</code>,
                    <code class="constant">GL_UNSIGNED_INT</code>,
                    <code class="constant">GL_SIGNED_NORMALIZED</code>, or
                    <code class="constant">GL_UNSIGNED_NORMALIZED</code> for
                    floating-point, signed integer, unsigned integer, signed
                    normalized fixed-point, or unsigned normalized
                    fixed-point components respectively. Only color buffers
                    may have integer components. If no data storage or
                    texture image has been specified for the attachment,
                    then <em class="parameter"><code>params</code></em> will contain
                    <code class="constant">GL_NONE</code>. This query cannot be
                    performed for a combined depth+stencil attachment, since
                    it does not have a single format.
                </p>
            </li>
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING</code>,
                    then <em class="parameter"><code>params</code></em> will contain the encoding
                    of components of the specified attachment, one of
                    <code class="constant">GL_LINEAR</code> or
                    <code class="constant">GL_SRGB</code> for linear or sRGB-encoded
                    components, respectively. Only color buffer components
                    may be sRGB-encoded; such components are treated as
                    described in the OpenGL Specification. For a default
                    framebuffer, color encoding is determined by the
                    implementation. For framebuffer objects, components are
                    sRGB-encoded if the internal format of a color
                    attachment is one of the color-renderable SRGB formats.
                    If the attachment is not a color attachment, or if no
                    data storage or texture image has been specified for the
                    attachment, then <em class="parameter"><code>params</code></em> will
                    contain <code class="constant">GL_LINEAR</code>.
                </p>
            </li>
          </ul>
        </div>
        <p>
            If the value of
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
            <code class="constant">GL_RENDERBUFFER</code>, then
        </p>
        <div class="itemizedlist">
          <ul class="itemizedlist" style="list-style-type: disc; ">
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>,
                    <em class="parameter"><code>params</code></em> will contain the name of
                    the renderbuffer object which contains the attached
                    image.
                </p>
            </li>
          </ul>
        </div>
        <p>
            If the value of
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
            <code class="constant">GL_TEXTURE</code>, then
        </p>
        <div class="itemizedlist">
          <ul class="itemizedlist" style="list-style-type: disc; ">
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>,
                    then <em class="parameter"><code>params</code></em> will contain the name
                    of the texture object which contains the attached image.
                </p>
            </li>
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL</code>,
                    then <em class="parameter"><code>params</code></em> will contain the
                    mipmap level of the texture object which contains the
                    attached image.
                </p>
            </li>
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE</code>
                    and the value of
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>
                    is the name of a cube map texture object, then
                    <em class="parameter"><code>params</code></em> will contain the cube map
                    face of the cubemap texture object which contains the
                    attached image. Otherwise <em class="parameter"><code>params</code></em>
                    will contain zero.
                </p>
            </li>
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_LAYERED</code>,
                    then <em class="parameter"><code>params</code></em> will contain
                    <code class="constant">GL_TRUE</code> if an entire level of a
                    three-dimensional texture, cube map texture, or one-or
                    two-dimensional array texture is attached. Otherwise,
                    <em class="parameter"><code>params</code></em> will contain
                    <code class="constant">GL_FALSE</code>.
                </p>
            </li>
            <li class="listitem">
              <p>
                    If <em class="parameter"><code>pname</code></em> is
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER</code>;
                    the value of
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>
                    is the name of a three-dimensional, or a one- or
                    two-dimensional array texture; and the value of
                    <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_LAYERED</code>
                    is <code class="constant">GL_FALSE</code>, then
                    <em class="parameter"><code>params</code></em> will contain the texture
                    layer which contains the attached image. Otherwise
                    <em class="parameter"><code>params</code></em> will contain zero.
                </p>
            </li>
          </ul>
        </div>
      </div>
      <div class="refsect1" id="notes">
        <h2>Notes</h2>
        <p>
            The <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_LAYERED</code> query
            is supported only if the GL version is 3.2 or greater.
        </p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated by
            <code class="function">glGetFramebufferAttachmentParameteriv</code> if
            <em class="parameter"><code>target</code></em> is not one of the accepted
            framebuffer targets.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated by
            <code class="function">glGetNamedFramebufferAttachmentParameteriv</code>
            if <em class="parameter"><code>framebuffer</code></em> is not zero or the name of
            an existing framebuffer object.
        </p>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if
            <em class="parameter"><code>pname</code></em> is not valid for the value of
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code>, as
            described above.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if
            <em class="parameter"><code>attachment</code></em> is not one of the accepted
            framebuffer attachment points, as described above.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if the
            value of
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code> is
            <code class="constant">GL_NONE</code> and <em class="parameter"><code>pname</code></em> is
            not <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME</code>
            or <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE</code>.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if
            <em class="parameter"><code>attachment</code></em> is
            <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> and different
            objects are bound to the depth and stencil attachment points of
            <em class="parameter"><code>target</code></em>.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if
            <em class="parameter"><code>attachment</code></em> is
            <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> and
            <em class="parameter"><code>pname</code></em> is
            <code class="constant">GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE</code>.
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
                <span class="bold"><strong>OpenGL Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function / Feature Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.2</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.3</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.2</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.3</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.4</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.5</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glGetFramebufferAttachmentParameteriv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glGetNamedFramebufferAttachmentParameteriv</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="glGenFramebuffers.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenFramebuffers</span></span></a>,
            <a class="citerefentry" href="glBindFramebuffer.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>
            <a class="citerefentry" href="glGetFramebufferParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetFramebufferParameter</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
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